export enum UnitAttrType {
    "基础属性" = "ATTR_BASE",
    "基础属性加成" = "ATTR_BASE_RATIO",
    "增益属性" = "ATTR_BONUS",
    "增益属性加成" = "ATTR_BONUS_RATIO",
    "总属性加成" = "ATTR_ALL_RATIO",
}


export enum UnitAttrKey {
    "最大生命值" = "hp_max",
    "生命恢复" = "hp_rec",
    "最大技能资源" = "mp_max",
    "技能资源恢复" = "mp_rec",
    "物理攻击" = "attack_phy",
    "魔法攻击" = "attack_mag",
    "物理防御" = "defense_phy",
    "魔法防御" = "defense_mag",
    "攻击速度%" = "attack_speed",
    "冷却缩减%" = "cd_reduce",
    "命中率%" = "hit_rate",
    "闪避率%" = "dodge_rate",
    "暴击率%" = "critical_chance",
    "暴击伤害%" = "critical_dmg",
    "物理穿透" = "pene_phy",
    "法术穿透" = "pene_mag",
    "物理吸血%" = "vampire_phy",
    "法术吸血%" = "vampire_mag",
    "物理穿透%" = "pene_phy_ratio",
    "法术穿透%" = "pene_mag_ratio",
    "伤害减免" = "dmg_reduction",
    "所有伤害加成%" = "extra_dmg",
    "被治疗效果加成%" = "healing_effect",
    "移动速度" = "ori_speed",
    "真实视野" = "vision_true",
    "白天视野" = "vision_rng",
    "夜晚视野" = "vision_night",
    "攻击间隔" = "attack_interval",
    "攻击范围" = "attack_range",
    "扇形视野白天半径" = "vision_sector_rng",
    "扇形视野夜晚半径" = "vision_sector_night",
    "扇形视野白天夹角" = "vision_sector_angle_day",
    "扇形视野夜晚夹角" = "vision_sector_angle_night",
}